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Resort bases - 7/10/2014 4:48:42 PM   
Sieben_slith


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Is there any point to putting more than 1 each of passenger compartments, entertainment centers and docking bays on such a station?

< Message edited by Sieben Elfriend -- 7/10/2014 5:48:36 PM >
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RE: Resort bases - 7/10/2014 6:01:40 PM   
feelotraveller


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Passenger compartments, yes, more rooms for visitors.
Entertainment centres, no, effects do not stack.
Docking bays, probably, depending on how many ships you want to berth at any given time.

(in reply to Sieben_slith)
Post #: 2
RE: Resort bases - 7/10/2014 8:30:26 PM   
Skasski

 

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For entertainment centers NO, other than to have a backup if one module is damaged. Though when modules take damage this is probably one of your least concerns.

Multiple docking bays are required to speed up (un)loading of passengers. There's a guide that suggests at least one docking bay per 1 million passengers.

Passenger compartments each have a limited capacity, 1600k for standard compartments. The guide also suggests a capacity of "10 million plus" at the best scenery locations, that would be 7 or more standard passenger compartment components.

Here's the part about resort bases from the guide mentioned above:
Link to guide: sites.google.com/site/lonniecourtneyclay/home/distant-worlds-game
quote:

F) Scenic Attractions
I try to keep one construction ship working on a scenic attraction during the first 2.5 game years, then 2 up to year 5, then 4 up to year 7. After that I use however many are necessary to finish all projects.

1) Grab the Best
The best are habitable worlds at neutron stars, which are usually either ice or volcano. Your spaceport on the colony should have many extra research laboratories. The resort which is built at the colony should have TONS of passenger space (try 10 million plus), with the passenger components LAST on the design. Design with at least one dock per million passengers. After the habitable neutron stars come those systems with a barren rock planet or metal resource asteroid belt available for mining. The Resort built there should mine, do research, AND have tons of passenger space. Next on MY list come ringed habitable planets, then systems with non-habitable scenic attractions.

(in reply to feelotraveller)
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RE: Resort bases - 7/11/2014 2:34:21 AM   
DeadlyShoe


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Unfortunately resorts kinda suck now, so I wouldn't put nearly as much into building resorts as in that guide. Just FYI.

(in reply to Skasski)
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RE: Resort bases - 7/11/2014 12:03:15 PM   
Jeeves


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From: Arlington TN U.S.A
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quote:

ORIGINAL: DeadlyShoe

Unfortunately resorts kinda suck now, so I wouldn't put nearly as much into building resorts as in that guide. Just FYI.


Resorts used to yield higher cash per tourist, and passenger ships carried more. A maintenance 5k per year resort used to bring in three times or more its maintenance in tourism income for a mature empire. But resorts got reduced in effectiveness along the way, and I try to keep my maintenance below 5k unless it also has mining in its design...

Lonnie Courtney Clay


_____________________________

Live long and prosper!

Lonnie Courtney Clay

(in reply to DeadlyShoe)
Post #: 5
RE: Resort bases - 7/11/2014 5:29:52 PM   
Skasski

 

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Can you tell me what patch changed this? I've been looking but couldn't find any list of changes. Really want to know what's different now though.

(in reply to Jeeves)
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RE: Resort bases - 7/11/2014 5:50:31 PM   
Aeson

 

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It'd be an old patch, perhaps something in Legends or Return of the Shakturi, if it's listed. Good luck finding it.

(in reply to Skasski)
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RE: Resort bases - 7/11/2014 11:18:27 PM   
Kilravock

 

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quote:

ORIGINAL: DeadlyShoe

Unfortunately resorts kinda suck now, so I wouldn't put nearly as much into building resorts as in that guide. Just FYI.


I disagree a little. They are not as strong and I only recommend building a few, but they can still bring in a lot of extra income. I only build resorts at 50%+ spots that are near large developed colonies. I have my passenger ships start with 5 passenger compartments and work it up to 10 or more, I do this for migration but it helps for resort income. Resorts start at 10 passenger compartments and grow to 20+. They will have about 2~5 docking bays. If you place them right, they will not only pay for themselves, but also make a large profit that will pay for a good chunk of your maintenance costs.

The bonuses have to be good and near large colonies though. Income is also erratic and you only get an idea of what they are making near the end of the year.

(in reply to DeadlyShoe)
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RE: Resort bases - 7/12/2014 12:41:02 PM   
Keston


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In the current game I created one on a high% site near a cluster of planets and I captured a couple. How do I figure out if a particular resort is making or losing money? If it's not, are there any side benefits to keep in mindd?

Is the most efficient thing with a losert to Give it to a friend, scrap it...?

(in reply to Kilravock)
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RE: Resort bases - 7/12/2014 2:32:35 PM   
Cauldyth

 

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In my current game I have a resort on a planet with no bonus whatsoever. With just basic entertainment and passenger tech and AI-designed bases and passenger ships, the resort generated over 35,000 last year with a maintenance of 1,490. It helps that I have a planet with 11 billion in the same system, but nevertheless that's pretty profitable for a zero bonus site. And to top it off, that's with my leader's -10% Tourism penalty.

You can see your overall resort income in the empire summary screen.

(in reply to Keston)
Post #: 10
RE: Resort bases - 7/12/2014 3:12:58 PM   
Airpower

 

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quote:

ORIGINAL: Cauldyth

In my current game I have a resort on a planet with no bonus whatsoever. With just basic entertainment and passenger tech and AI-designed bases and passenger ships, the resort generated over 35,000 last year with a maintenance of 1,490. It helps that I have a planet with 11 billion in the same system, but nevertheless that's pretty profitable for a zero bonus site. And to top it off, that's with my leader's -10% Tourism penalty.

You can see your overall resort income in the empire summary screen.



That's really interesting... I'll have to try that in my next game.

(in reply to Cauldyth)
Post #: 11
RE: Resort bases - 7/12/2014 5:10:40 PM   
Cauldyth

 

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The following year was 41,000.

(in reply to Airpower)
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RE: Resort bases - 7/12/2014 8:23:32 PM   
Aeson

 

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quote:

How do I figure out if a particular resort is making or losing money?

My understanding is that resorts make their money when tourists check in. As such, you can watch to see if passenger ships are carrying tourists to the resort. I could not tell you how to determine the profitability of a single resort, however, as I don't really know how much each tourist is billed on checking in, and my understanding of resort income may not be correct anyways.

quote:

If it's not, are there any side benefits to keep in mindd?

If your resort is built over a world with useful resources, it can serve as a mining station in addition to a resort base. If it's the only base in the system, it will grant you knowledge of everything that goes on within the system, and if you put a long range scanner on it it'll also give you sensor coverage of the area around it (and unlike monitoring stations, this base has a chance to cover its own upkeep), although since it's suggested that you put resorts close to colonies and colonies typically have nearby spaceports or starbases which often include long range scanners this is of debatable value. Having the resort there also prevents anyone else from establishing a resort there, although that may not be strictly beneficial. It may also be possible to use it as a refueling point if freighters will bring it more caslon/hydrogen than it needs in its fuel cells or if it's built over a fuel-bearing location and is equipped with gas extractors. Another side benefit is that it's a potential target for a hostile computer-controlled faction which is of little real strategic value.

Also, just because it isn't valuable now doesn't necessarily mean that it won't be valuable later, if you have growing colonies in the area (or if there's the possibility of having large colonies in the area - for example a 90% size 30 ice planet that you can snag later in the game or when you find Naxxilians/Ugnari).

quote:

Is the most efficient thing with a losert to Give it to a friend, scrap it...?

Efficient in what way? Giving it to a friend only spares you the upkeep costs and can give you a 'disputed bases' diplomatic relations malus towards your friend if you haven't granted mining rights (and I'm not sure that mining rights actually cover resorts or other non-mining stations as I have never watched that closely to see what the computer builds if mining rights are granted), and also another diplomatic malus towards your friend due to foreign warships being present in your space if you haven't granted military refueling rights. The diplomatic malus won't matter if you're controlling relations manually, but may cause your advisers to suggest things like "attack our friend that we just gave a resort base to because we don't like that they have a base in our space" or "blow up the escort that our friend sent to patrol that base we just gave him because it's a foreign warship in our space without permission" or "initiate trade sanctions against our friend because they've ticked us off by accepting our gift of a base within our space." Plus, do you really want to saddle your friends with bases that don't at least break even?

Scrapping it gives you a lump sum of money, which may or may not be worth anything to you at the point in the game where you're playing around with resorts. Gifting it to a pirate may make the base eligible for the "we found datacores in the wreck pointing to WQED at WGBH" or "we recovered 10,000 credits from the debris" events when you blow it up with a fleet, though I'm not certain. Giving it to an entity with which you are not friendly might boost relations and will saddle them with the upkeep for the station, and may help set up a pretext for war, if you're interested in justifying your wars (you sent warships into my space without my permission (after I gave you that nice shiny new resort base)! This means WAR!), though I don't think it has any effects on the diplomatic repercussions for issuing a declaration of war.

(in reply to Cauldyth)
Post #: 13
RE: Resort bases - 7/12/2014 9:33:50 PM   
Keston


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Joined: 5/7/2010
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Thanks, that's useful analysis. Didn't think a dispute would be triggered if they were simply given a facility.

(in reply to Aeson)
Post #: 14
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